IEnumerator UnlockCoroutine() { SpriteRenderer spriteRenderer = actionArrowLocked.GetComponent<SpriteRenderer>(); SpriteFlashingEffect effect = new SpriteFlashingEffect(); StartCoroutine(effect.ActionFlashing(spriteRenderer, unlockTime)); yield return new WaitForSeconds(unlockTime); actionArrowLocked.SetActive(false); yield return new WaitForSeconds(waitAfterUnlockTime); keySymbol.SetActive(false); actionArrowLocked.SetActive(false); actionArrow.SetActive(true); open = true; }
private void FlashSprite(float time) { SpriteFlashingEffect effect = new SpriteFlashingEffect(); if (flashMultiple) { StartCoroutine(effect.DamageFlashing(spriteRenderer, time)); } else { StartCoroutine(effect.DamageFlashingOnce(spriteRenderer)); } }
private void Initialize() { fadeOutEffect = new FadeOutEffect(); flashingEffect = new SpriteFlashingEffect(); }